Iron Tower Studio ForumsRPGRPG DiscussionDead Monarchy - Medieval | Turn-Based | Mass-Tactics | Survival-Simulator | RPG
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Author Topic: Dead Monarchy - Medieval | Turn-Based | Mass-Tactics | Survival-Simulator | RPG  (Read 1370 times)
Bantichai
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« Reply #15 on: June 24, 2017, 06:26:45 pm »

Music and fog create really nice atmosphere. Looking forward to see the final and detailed version of this location.

Agreed, music really did bring the scene to life. Hoping to add more ambient sounds in. Thanks for the feedback!
« Last Edit: September 19, 2017, 02:29:38 am by Bantichai » Logged
Bantichai
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« Reply #16 on: June 29, 2017, 06:12:48 am »

Hey guys, just another little update. Implemented a few new monsters and wanted to showcase them a little.

https://www.youtube.com/watch?v=fK5xavYtMTA
« Last Edit: September 19, 2017, 02:29:29 am by Bantichai » Logged
Bantichai
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« Reply #17 on: July 09, 2017, 10:45:36 pm »

Hey guys, first devblog is up. Missed out some small details which will be covered in Part 2 later on.

https://www.youtube.com/watch?v=Rv8h-5Kt4Vs
« Last Edit: September 19, 2017, 02:29:18 am by Bantichai » Logged
Bantichai
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« Reply #18 on: August 14, 2017, 06:41:15 am »

Hey guys, just a small update. Work continues on improving the interface to accommodate the combat demo.


* Interface 2.jpg (543.99 KB, 1919x910 - viewed 39 times.)

* Interface 3.jpg (631.21 KB, 1919x911 - viewed 38 times.)
« Last Edit: September 19, 2017, 02:28:55 am by Bantichai » Logged
Oscar
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« Reply #19 on: September 12, 2017, 07:24:21 pm »

Salute
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Bantichai
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« Reply #20 on: September 19, 2017, 02:16:19 am »

Hey guys, whilst busy preparing the combat demo, I've managed to hire a modeler to do a few armor sets and weapons for me. I'd like to give you guys a quick preview of some of the armor sets I've done. I've gone with a more grounded and realistic approach to armor. Not historically accurate, but historically inspired. The framework that I am working when creating models allows me to do some body morphing too without having to create separate armor meshes for each body shape. It's quite powerful but a bit taxing as well, not 100% if I will use it to its full capacity, but I will use it in some form or another.

Also no boob armor, absolutely no boob armor, not negotiable. smug





* Armor Progress 1.0.jpg (563.59 KB, 1917x905 - viewed 26 times.)

* Armor Progress 3.0.jpg (288.78 KB, 1919x909 - viewed 21 times.)

* Armor Progress 4.0.jpg (205.89 KB, 1919x910 - viewed 23 times.)

* Female Armor 1.0.jpg (250.5 KB, 1919x911 - viewed 20 times.)

* Field 1.0.jpg (433.71 KB, 1919x1079 - viewed 20 times.)
« Last Edit: September 19, 2017, 02:28:40 am by Bantichai » Logged
Bantichai
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« Reply #21 on: September 20, 2017, 06:00:00 am »

To round everything off, an example of armor progression for the first 3 sets in Dead Monarchy. Quite happy with the variety I got from only 3 sets Smile


* Armor Progression Set 1.0.jpg (179.81 KB, 1497x903 - viewed 27 times.)
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Bantichai
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« Reply #22 on: September 25, 2017, 02:08:28 am »

Hey guys, I have an update on the interface today. This is the equipment/stats/item inventory. I've decided to merge the two together to make use of screen-space but to also give the player quicker access to a global overview of the units under his/her command. For starters, the menu is split in half, you can more or less operate in one half then the other half as everything is sorted into equipment | stats.

Everything is still WIP and some icons are still placeholders. Going from left to right, top to bottom excluding the obvious model view on the left and right.

1. Unit name and stat/skill points.
2. Unit selection.
3. Unit status effects or buffs/debuffs. You can hover over the icon to bring up a tooltip.
4. Unit acquired abilities. This box will display what abilities the unit has learnt.
5. Unit stats, tooltips on hover.
6. Unit equipment screen. There are 6 slots in total. Head, chest, arms, legs and weapons. Icons are not completed.
7. Inventory screen, displaying all the items. Items will be stacked to prevent clutter, but I just wanted to fill out the screen.
8. Unit skill trees. Here all abilities are split into their weapon category.
9. Skill tree abilities. Here you can view all the abilities in the skill tree. Abilities are color coded, green is valid, red is invalid, orange is acquired. Tooltips on hover.

Let me know what you guys think, any feedback is welcome Smile


* Interface Update 1.0.jpg (296.45 KB, 1919x909 - viewed 20 times.)
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Bantichai
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« Reply #23 on: September 29, 2017, 03:56:19 am »

I've been tinkering around with dismemberment and decapitations to bring a more visceral feel to the combat. Dismemberment and decapitations will also have an effect on morale but are quite hard to pull off. Once again this is still early testing and everything is subject to change but I'd like to say that dismemberment and decapitations will be in, in some form or another. Also the "gore caps" as I like to call them are not finished, which is why you can see inside the head/neck or waist. I'll scrounge up some textures later and fill in those gaps later on. Also don't pay any attention to the environment, I'm in the middle of migrating my game to a newer version of Unity. I've also zoomed the camera in further than it it is normally, just to show everything off.


* Decapitation 1.0.jpg (620.33 KB, 1919x912 - viewed 17 times.)

* Decapitation 1.1.jpg (619.75 KB, 1919x909 - viewed 13 times.)

* Dismemberment 2.0.jpg (645.98 KB, 1919x907 - viewed 17 times.)
« Last Edit: September 29, 2017, 04:10:13 am by Bantichai » Logged
Nick
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« Reply #24 on: September 29, 2017, 10:59:19 am »

Nice. Dismemberment is one of the features that are often on our "would be cool to do" list, but always get cut (heheh) as lower-priority ones Sad
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Bantichai
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« Reply #25 on: September 29, 2017, 03:58:47 pm »

Nice. Dismemberment is one of the features that are often on our "would be cool to do" list, but always get cut (heheh) as lower-priority ones Sad

Haha! Yeah the modeler that I'm working with happened to separate the base model into different sections for customization purposes, so it made it easier for me to test out dismemberment. I guess it's not really practical when dealing with multiple different models and having to create separate "cut" versions but I'm looking into a way around that. I'm more or less going to be spawning "generic" pieces of certain models for the dismembered pieces but it will be somewhat "justified" in game as it is tied directly to combat mechanics as opposed to a fully armor knight suddenly spawning a torso with a leather jacket on.  lol
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Bantichai
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« Reply #26 on: October 12, 2017, 05:53:13 am »

Been toiling away on the interface in between tweaking the combat gameplay. I've made room for biographies, as usual some stuff is placeholder and mainly just to block out the interface. Some of the border decorations have been taken out and will be put back in later. Overall I quite like how this interface has come out, but at first glance it main look a little overwhelming.



* Interface Update 2.0.jpg (373.95 KB, 1919x909 - viewed 14 times.)
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Bantichai
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« Reply #27 on: October 12, 2017, 05:55:00 am »

Also, another set has come through and I've ready to show it off. The great helms have quite a lot of variation, there will be plain great helms, decorated helms (with rings) and fully decorated (with helmet piece and rings). I haven't settled with the naming convention, but just wanted to point out the modular nature of some of the armor pieces. I've settled with 3 slots for armor, Head, Body and Legs. The reason why I've gone with this is because the armor zones tie directly into gameplay as they are each a stat and that stat represents the durability of each piece.

More details will come as I come closer to the demo, the other reason why was there was too much clipping with some existing sets and I would of had to rework a lot of the base meshes to avoid clipping. It got to the point where armors looked too similar and lacked striking/prominent features as too much emphasis was placed on not having armors clip. That said, I think there is still enough base variation with 3 slots also the individual pieces like shoulders and wrists will be bundled together with chests, so within base sets there would be progression within it as well. IE chest, chest with gauntlets, chest with gauntlets and shoulders.



* Armor Set 5.0.jpg (105.09 KB, 1919x911 - viewed 15 times.)
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Bantichai
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« Reply #28 on: October 16, 2017, 05:35:41 am »

The equipment interface is near completion. Today I rigged up the model cameras and also did some icons for loot. I'm still deciding on the final style for the loot/equipment icons but I've decided to go with colored icon backgrounds with colors that match the appropriate loot quality. IE purple backgrounds = legendary or epic equipment depending on the naming convention. The backgrounds themselves are a bit more on the artistic side as opposed to just a flat color.

The icons themselves too, I'm deciding on whether I should have slightly abstracted icons, ie a chest plate represents the entire body piece, or more accurate icons that include all the components of the chest piece. Both have their own issues to deal with, but I think with the amount of equipment in this game, I may have to lean to the second opinion or find a balance in between. IE the same chest plate mesh right now, would be appearing on more than 1 chest armor, so it may get confusing if the same icon is used. For now I'm just using the basic models to give you guys an idea and also to make testing for myself easier. Moving away from the placeholder icons to custom made ones.

I'm quite happy with the model viewer, I've also thought small touches like that really draw me into the games. Aside from that, a couple more improvements to the skill tree side. Also a note on classes, classes are in but they are loosely assigned. IE a guy who is more proficient with a 2-handed sword could still be a 1 handed duelist but the perks assigned to him would not be utilized as well.

Also I wanted to mention, the icons will match up with the armor, right now I just wanted to quickly do up some icons from another armor set that I have not yet fully rigged. It should however, give you an idea of the direction that I'd like to go in.



* Interface Update 4.0.jpg (376.35 KB, 1918x1150 - viewed 16 times.)
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